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Brawlbox v0.67b Released

Volt_Storm_7

Smash Journeyman
Joined
Jul 26, 2010
Messages
294
Location
沖縄県、日本
ok... so apparently no-one on KC-MM uses riivolution to hack brawl...

all I need is the text from riivolution/config/RSBE.xml posted so I can actually see it.
(can't DL or view xml files)
wiiexplorer can view them, I believe it can edit them as well. I believe the reason for your problem lies in the offset at the bottom of those .xml s
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
wiiexplorer can view them, I believe it can edit them as well. I believe the reason for your problem lies in the offset at the bottom of those .xml s
wiiXplorer (an amazing program) can only view/edit the XML's on your SD/USB.
my problem then was Opera.

also, <3 your ava :3

EDIT:
btw, the offset??
or the option??
(I think I'm misunderstanding)
 

Beninator

Smash Journeyman
Joined
Jan 17, 2011
Messages
319
Location
Earth
NNID
GhotiH
3DS FC
1461-6196-0520
I can't compress files properly with this. My help topic has gotten no attention. Does anyone know anything?
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
I can't compress files properly with this. My help topic has gotten no attention. Does anyone know anything?
First off, what file(s) are you having trouble compressing?

Second, is the file size too large?

Third, your thread most likely got no attention because there's Brawlbox threads. Just saying, not trying to be rude...
 

Beninator

Smash Journeyman
Joined
Jan 17, 2011
Messages
319
Location
Earth
NNID
GhotiH
3DS FC
1461-6196-0520
First off, what file(s) are you having trouble compressing?

Second, is the file size too large?

Third, your thread most likely got no attention because there's Brawlbox threads. Just saying, not trying to be rude...
I went to edit my music titles in Info.pac, which was about 391 KB. After I finished editing, it froze Brawl, because the file size expanded to 1.20 MB. I tested BrawlBox by editing a clean Info.pac file, and only deleted one letter from the title of the main Brawl theme, and the file size shot up to 1.20 MB again. I was able to redownload an older version and that works just fine.
 

NoAh MenQui

Smash Apprentice
Joined
Feb 5, 2011
Messages
107
BlackJax T_T Kittycorps is down, how is brawlbox, post here when you are live streaming I'm missing all the discussion the thread Had in kittycorps T_T

Hope moveset editting is near it's completion :)
 

BlackJax96

Smash Apprentice
Joined
Jun 28, 2011
Messages
86

Segtendo

Smash Hero
Joined
Dec 1, 2009
Messages
5,021
Location
Illinois
NNID
Segtend0
3DS FC
2552-4940-9357
^That place is underrated compared to here and KC:MM :<
 

Shadic

Alakadoof?
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Dec 18, 2003
Messages
5,695
Location
Olympia, WA
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Probably because 1) People don't even know it exists, and 2) You have to register to lurk.
 

KnightMario

Smash Rookie
Joined
Jan 14, 2012
Messages
2
um, how can you get exported daes to work in blender?
I'm going to do work in blender then ask someone with max to export it...
but how? blender gives me an error.
 

KnightMario

Smash Rookie
Joined
Jan 14, 2012
Messages
2
do you guys know how to get a fixed importer so there's no error?
I don't have max and I'm used to blender, so I'd like for it to work.
Or if you want you could just get a working model, as the mario on models resource is WAY broken.
 

MetroidMaster1

Smash Apprentice
Joined
Jul 29, 2010
Messages
78
Yo BJ!
How close are you to finishing the moveset edditing? And could it be possible to make some copy/paste style code in the moveset edditing. You know, for like chargable specials and stuff =3
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
Not sure if this is the right place to post, but I can't view stage collisions in BrawlBox anymore. I tried viewing stage collisions in 0.63b, 0.63d, and 4.0(Toomai's newest version)

Every time I view a stage collision file, it brings up an error window. I also had a .net framework error window as well (not sure if that was on a collision file).

I updated to the newest .NET Framework, but I still have the same problem.

Any suggestions on how to fix this? I can do collision editing in BrawlWall, but without being able to do things with models, I can't really do any stage work :(
 

Virum

Smash Ace
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Jun 1, 2010
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682
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Man at the rate this is going, Brawlbox will be making waffles for the people by this time next year.
 

BlackJax96

Smash Apprentice
Joined
Jun 28, 2011
Messages
86
Yo BJ!
How close are you to finishing the moveset edditing? And could it be possible to make some copy/paste style code in the moveset edditing. You know, for like chargable specials and stuff =3
I'm going to go back to working on it once all animation data is supported.

Not sure if this is the right place to post, but I can't view stage collisions in BrawlBox anymore. I tried viewing stage collisions in 0.63b, 0.63d, and 4.0(Toomai's newest version)

Every time I view a stage collision file, it brings up an error window. I also had a .net framework error window as well (not sure if that was on a collision file).

I updated to the newest .NET Framework, but I still have the same problem.

Any suggestions on how to fix this? I can do collision editing in BrawlWall, but without being able to do things with models, I can't really do any stage work :(
My first guess would've been .Net but if you're sure that's not it, I don't know what the problem could be. Do you know when your computer stopped running Brawlbox correctly? You could try doing a system restore to a point before then.

Man at the rate this is going, Brawlbox will be making waffles for the people by this time next year.
Probably :D
 

succeedfox

Smash Rookie
Joined
Mar 19, 2012
Messages
4
where to find 0.65?

Hey guys,
we're on a project with cryengine 3 to make a remake of mario in high def graphics.
Therefor we need a cdf file of mario that can be created by maya.
what works: open the .pac from brawl files, see preview in brawl box, export to .dae
what not works: maya 2012 dies by importing the .dae file and maya 2010 brings up a message that import isnt possible

i hoped a new version of brawlbox would help but cant find the version 0.65 to download?!
any other possiblities to fix this?

greez

edit: used 0.64 and 0.64 d beta
 

John2k4

The End of an Era
Joined
Aug 28, 2011
Messages
8,989
Hey guys,
we're on a project with cryengine 3 to make a remake of mario in high def graphics.
Therefor we need a cdf file of mario that can be created by maya.
what works: open the .pac from brawl files, see preview in brawl box, export to .dae
what not works: maya 2012 dies by importing the .dae file and maya 2010 brings up a message that import isnt possible

i hoped a new version of brawlbox would help but cant find the version 0.65 to download?!
any other possiblities to fix this?

greez

edit: used 0.64 and 0.64 d beta
You can use Noesis to convert pretty much any 3D format to anything else.
 

succeedfox

Smash Rookie
Joined
Mar 19, 2012
Messages
4
You can use Noesis to convert pretty much any 3D format to anything else.
thanks for this tool, this can help me on other problems :) but it could not open my .pac files :/

@BlackJax96
thanks for fast reply,
seems the link in that forum is outdated, just get an 404. other possibility?
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
I fixed my issue with BrawlBox not viewing models/collisions. I reinstalled Vista.

Anyways, BlackJax or whoever is working on BrawlBox now, I have a question. When do you think BrawlBox will have the ability to view/edit stage hurtboxes/hitboxes? Or have the ability to click on an object in the model previewer that has an STDT value(s) assigned to it, and be able to see the name of what the value does and what the current value is. IE: Clicking on a pillar on Shadow Moses Island would show "Right Pillar Total Health - Current Value: ##"

I'm sure that's asking for a bit too much, haha.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
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Playing different games
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As a reminder, Stage hurtboxes/hitboxes are located in the stage.rel, meaning that your request ties in to defining module files....
 

succeedfox

Smash Rookie
Joined
Mar 19, 2012
Messages
4
you guys are awesome

like the headline says, you are awesome :)

unfortunately im really new in design and programming but i know what great work you are doing to help people like me. on the one hand it seems that my .pac from the Brawl Textures is not a valid .pac or the file is corrupt (even the U8 Tools cant open) . On the other hand Brawlbox can open and Preview the files without problems.. it's tricky :/
I saw a video on youtube, there it is looking so easy:
http://www.youtube.com/watch?v=6BtmRUfYWSE

Since i updated the FXB Plugin Maya 2012 doesnt die, but i think this cant be right ^^




edit: thanks John2k4 .pac files get opened by BRRESViewer, unfortunately BRRESViewer cant export to maya.. this makes me crazy, i can see what i need (mario with bones and textures, but cant get it.. no arms no cookies :(
 

John2k4

The End of an Era
Joined
Aug 28, 2011
Messages
8,989
If you can send me that PAC file in a PM/VM, I can try taking a look at it. :)
 

BlackJax96

Smash Apprentice
Joined
Jun 28, 2011
Messages
86
I fixed my issue with BrawlBox not viewing models/collisions. I reinstalled Vista.

Anyways, BlackJax or whoever is working on BrawlBox now, I have a question. When do you think BrawlBox will have the ability to view/edit stage hurtboxes/hitboxes? Or have the ability to click on an object in the model previewer that has an STDT value(s) assigned to it, and be able to see the name of what the value does and what the current value is. IE: Clicking on a pillar on Shadow Moses Island would show "Right Pillar Total Health - Current Value: ##"

I'm sure that's asking for a bit too much, haha.
I don't think the first thing is going to happen anytime soon... Like EY said, they're in the rels. :/
The second thing I can probably add in, but probably not within the next few releases. I want to finish parsing and rebuilding the most useful and largest file formats first. :D
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
Ooh, 0.65c source code, nice.

Sometime I plan to improve the heck out of that action/subaction displayer.

EDIT: Ummkay then, I want to make actions/subactions like models in that you can either browse then or open a window to preview/edit them. Where do I have to dig for that?
 

BlackJax96

Smash Apprentice
Joined
Jun 28, 2011
Messages
86
Ooh, 0.65c source code, nice.

Sometime I plan to improve the heck out of that action/subaction displayer.

EDIT: Ummkay then, I want to make actions/subactions like models in that you can either browse then or open a window to preview/edit them. Where do I have to dig for that?
All of the Moveset stuff is in

BrawlLib/SSBB/Types:
FighterDefinition.cs
FighterDefEnums.cs

BrawlLib/SSBB/ResourceNodes/MoveDef:
MoveDefActionNode.cs
MoveDefMiscNode.cs
MoveDefNode.cs

BrawlLib/System/Windows/Forms:
MovesetEditor.cs
MovesetPanel.cs
EventDescription.cs

I haven't worked on moveset stuff in a while, but as soon as I release v0.66 it'll be my main focus to finish for the next release.
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
heeellllloooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!!
guess who's back guys :D

and BJ :D
I've got a discovery, as well as some news for ya ;)

if you've been following my chat from back when I used friend's compy's,
then you already know what I'm about to tell you...
else, don't bother looking at it cause I'm gonna tell/show ya anyways. :p

I've figured out how to read (not use) NBT vectors :)
basically, it's just 3 vectors defined as 1...
the Normal
the Bi-Normal
and the Tangent
all I REALLY know about these is the replace the normal vectors... >_>

other than that, I think you can guess what this next pic has to offer >:3

thanx to your brbx, I was able to complete my data
(your brbx completed the MDL0 map when I replaced the objects of a base MDL0)

NOTE: the model only has NO UV data
but it does have a material to give the object a basic color...
(as well as flatten it like GW and cause alot of lag on the wii, or freeze it after some time)

I did notice the menu data wasn't cleared after ending the battle
(saw a frame of the "ready to fight" screen before seeing the results)
^ I have a video, but IDK if I can UL it >_>
(bad net connection)

but yes, I do have it over DP, thanx again to your brbx :)

^IDK why the normals inverse after importing >_>
that may also be a cause of the lag...

either way, IK the main problem is the shader data trying to reference another peice of data that's not there :/
or perhapse trying to access an invalid XF memory register <_<
^DERP no, because there's no textures >_>

eh...
yea...
it's puzzling me...
but I'll figure it out...


as for progress on UMC...
I've scrapped the old 3x code and decided to start over...
but I'm still calling it 3x due to the unchanging operations >_>
(most of my test modules for the old code work well with the new code)

although I can now write ints of any byte length
(I'm still working on IEEE/IBM floats)
here's what I mean:

^NOTE: the reason for the code update:
I had my endians backwards...
random errors in other tests not shown here >_>
and also the bit-length value is now the byte-length
(bs(5*8,-16) is now bs(5,-16))
the other functions (bs16,bu32,etc.) still remain as they're the main "terms" in other functions

I've also just figured out how to handle python traceback exceptions as if they were simple strings... :cool:

this means I can get the file, the line number,
and the invalid code from the call-stack to use in my error messages >:3

I'll still throw in the message with the given values ;)


but that's it so far...

main reason being is I'm developing a new 3D method for use with ideas for my game system...
(yes I'm finally doing something instead of just talking about it) :smirk:

if anyone here knows how to handle radians, hit me up plz ;)
I'm having quite a time trying to figure it out... heh


there's also a side reason about UMC...
one of the modules I'm working on involve taking a Melee DAT file and figuring out what the offsets in the relocation table do...

basically, they're just offsets to an offsset in a structure
the structure's offset returns the actual data used...

what's logged is:
[index]offset relocation_structure(offset and type) data_structure(offset and type)

tbh, the relocation table groups up alot more than I thought... >_>
it's not working atm though due to StructArr() not being updated <_<
^(a vital function in melee processing)


yea...
I've been quite busy :p
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
lol...
hmm...
I could've sworn I UL'd DPv4b >_>

but I looked on my server and only found v2 <_<

I'm trying to UL it,
but I've got 3 FTP managers that have been giving me crap for the past hour D:<
-zip folder is invalid or corrupted *downloading*
-internet explorer cannot display the webpage *bad net and manager errors*
-you need to log in to use this manager *for every page loaded*
-error uploading the zip file *bad net connection*

and more D:

I'll post the hot-link once I get it UL'd <_<


EDIT:
FINALLY!!!!!!
here ya go:
http://tcll5850.hostoi.com/hacks/pikachu/Dark_Pikachu_v4b.zip

NOTE:
this hack has a modified Material-Node which allows the green on him to glow

if you want to remove that effect,
just replace the first Node with one from an un-edited hack ;)

Q: what are Material-Nodes?
A: Brbx defines them as Shaders.
other jibberish:
(Shaders are part if the Material data itself)
^Brbx calls part of the shader the Display List
heh...
the Blender crew would have a cow with Brbx's terms XDD
I'm trying to fix some of the terms...
but it's not quite working out...

anon: but I thought you could'nt understand C#

I can't, but no-one ever doubted I could edit EXE's and DLL's directly XDD
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
You modified this model with blender? If you did, please tell me how. I'm actually pretty good with Blender, now.
lol
indeed I did...
but the script I used to export the verts is now scrapped and doesn't work anymore... :(
(you used to be able to get them at HCBH, but they're gone now) >_>

but, you can import the model and save it as a blend if you like :bee:
(just to save it until I finish my new script (may take a while))

just use williams converter on your model and import the dae
(if you can't do that, lemme know...)
^I'll build an import script as well
 
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